While I didn’t sign a petition trying to block its release, I was a bit disarmed by the announcement of Left 4 Dead 2. The original is not even a year old, has a massive fan following, and even after you earn all the achievements it has infinite re-playability thanks to its always-changing difficulty dynamics and the mere fact that SHOOTING ZOMBIES IN THE FACE NEVER GETS OLD.
With that being said, it’s no surprise that there is a sequel. This is how video games work, after all, and anybody that has played video games with any degree of passion in the last thirty years knows that. Developers make a great game and publishers make a whole lot of money off of it. Developers, being the artsy folks they are, see room for improvement in their art even after its sold a million copies. Publishers, more than willing to capitalize on brand recognition, generously fund developers’ efforts to improve the original in the form of a sequel, so that the publisher can make even more money off of it than they did the original.
The thing that bothers me about Left 4 Dead 2 is not its existence, but its timing. I never feared a Madden-esque franchise exploitation; Valve treats their fans better than that. I didn’t think, however, that it was fair to push a sequel to such an excellent game so soon, simply because there wasn’t many improvements that could be made to the established material. Valve could have sat on it for a year and spat it out next Christmas, when interest in Left 4 Dead may have started slipping. As for implementing the new features introduced in the sequel via downloadable content–well, I’m not programmer, so I’m not sure how difficult that would have been for some of the deep-seeded changes to the core game engine (such as melee weapons, new items, and–especially–new Special Infected). So again, a sequel was inevitable; just released too soon.
Of course it’s on my wish list at Amazon.com for this holiday season.
The demo is out now for Xbox Live Gold subscribers (and all Steam users), so we finally get to see if this sequel is worth being rushed out the gate. I have to say it would have served better being released next year, when the new ideas would have seemed even more fresh and original–and Valve could have taken the time to better implement them.
There are many things I like about the sequel, namely the characters and setting. Bill, Francis, Zoey, and Louis are now iconic characters that will forever be associated with the undead apocalypse, and I love them just as much as I did the very first time I booted up the game. But Ellis (my personal favorite), Coach, Nick, and Rochelle feel better developed and more human; they seem weaker, more helpless, which in this kind of game is a good thing for the narrative. Let’s be honest: Francis and Bill could have probably split up and handled the zombie apocalypse solo. You get that sense from their personalities. The four leads from L4D2 seem to really depend on each other; any one of them would die alone, but together they keep each other alive.
The zombies are also more complex. The standard Infected are more varied in their design, with some of them being former police officers and thus wearing body armor. Spitters present a real challenge; they function like Boomers, except they spew venomous bile on the ground that saps your health. Jockeys are similar to Hunters, except they don’t pin your character; instead, they ride you, similar to their namesake, taking you all over the place.
The setting is much more rich than in the original. It’s no longer “typical American city and the surrounding community;” this is the South we’re talking about. Cheap lawn chairs and fences, lots of greenery, wide open streets, and the chirping of cicadas and the buzz of mosquitoes pervade the two chapters that comprise this demo. Somehow, Valve even nailed the humidity of New Orleans; you get the sense that the air is thick and heavy (the daytime setting probably helps). In hindsight, the backdrop of the original game was just a placeholder; this is a real place with real personality.
Even the music is better. The bluegrass interpretation of the music that plays when you die is more sorrowful than in the first game, and the jazz riff that plays to herald the arrival of the Horde is–oddly–more menacing than the B-movie fanfare from the first game.
Unfortunately, where it matters the most–game play–the sequel is a bit more weak. Yes, new Special Infected present new challenges, but they are blatant variations on the existing characters; they don’t really feel new. Melee weapons are a huge disappointment. Yes, they offer one hit kills and a valuable way to conserve ammo, and they are fun to use, but one has to be in melee range of a zombie to use them, meaning you’ll be charging towards them instead of hanging back and suppressing them–this leads to lots of deaths (believe me). What’s more, the melee weapon replaces your pistol; better functionality would have it replacing your melee attack (you press the left trigger and, instead of a jab with the butt of your gun, you perform a swipe with your melee weapon, just like how melee attacks work in Modern Warfare). This would have made much more sense and expanded combat options much more, giving you a fallback option when you are swarmed but not forcing you to take risks to use your new toys. The new guns are a lot of fun to play with, but there’s not enough new ones–and not enough variation amongst them–to feel like a big change to game play.
There is also one glaring problem with the demo. When I played single player, it ran flawlessly. When a friend asked me to join him for multiplayer, it lagged like a three-legged dog. We couldn’t enjoy the game because everything jerked and sputtered and chugged along. We would empty whole clips into regular Infected and they would stand there wailing on us, and then all of a sudden there we are: on our backs with pistols in the air and a perfect circle of Infected all around us. We finally decided to quit and hope for the best upon full release; there was no way we were going to enjoy playing like this.
So, judging from the demo, will Left 4 Dead 2 be fun to play? Yes, it will be. The new characters and setting add a few extra layers and some very delicious icing to an already delicious cake. The action is just as fast and frantic as ever, and popping zombies upside the head with a frying pan feels as awesome as it sounds. Is it worth the $60 price tag? Yes, it is. This is a full retail release; it is not an expansion. It has a wealth of additional play modes not found in the original, a brand new campaign, and changes to how the core game is played. Was it released too soon, so soon that it will feel like an expansion despite being a totally new entity, spawned from something already in exsitence but with an identity all of its own? Yes, it was.
Posted by Brandon
Posted by Brandon
Posted by Brandon 
